Mobile games based learning (mGBL) with local content and appealing characters

In tapping the thriving mobile business, a study on mobile content development, specifically local ones is urgently required. Highly wanted local contents development is indeed for education, entertainment, and games. Thus, we develop a mobile game based learning (mGBL) about local content, called M...

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Bibliographic Details
Main Authors: Shiratuddin, Norshuhada, Zaibon, Syamsul Bahrin
Format: Book Section
Language:English
Published: The University of Auckland, Auckland University of Technology, and Australasian Society for Computers in Learning in Tertiary Education (ascilite) 2009
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Online Access:http://repo.uum.edu.my/1664/1/norshuhada.pdf
http://repo.uum.edu.my/1664/
http://www.ascilite.org.au/conferences/auckland09/procs/norshuhada.pdf
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Summary:In tapping the thriving mobile business, a study on mobile content development, specifically local ones is urgently required. Highly wanted local contents development is indeed for education, entertainment, and games. Thus, we develop a mobile game based learning (mGBL) about local content, called MaCMoG. It was technically tested for its functionality, compliance, compatibility, and soaking. Furthermore, in order to assess the insights of potential players, informal interviews and observations were conducted. In addition to that, the local game characters and the game plan developed for the mGame were tested for their appealing merit. Overall, responses were remarkably consistent. Participants overwhelmingly considered MaCMoG as interesting and really attractive, successful in delivering the intended learning content,easy to play and simple to use. Findings also stressed two important points (i) local, appealing and well-developed characters are important elements to ensure better learning experience and (ii) local uniqueness must always be incorporated to ensure better learning motivation and increase mGBL acceptance.